The seamless MMO-ey material is in the demonstration, and Diablo IV Gold might be the biggest change. While walking to a quest marker, I ran into two different players at the event. They fought for just a little bit, silently. During a bit of commotion while I zapped a horde of nasties, they conducted ahead and that I never saw them again. A tip later revealed me that I should press'O' to group with players that appear nearby.
One of those issues discussed during a group interview I attended was the challenge of balancing the feeling of desolation Diablo's landscapes are supposed to evoke and the presence of random other players. Included in that thinking, they do not want multiplayer world events to require a lot of gamers.
I wonder if desolation and multiplayer can really coexist, however. The world felt fairly bare before I saw other players bolting across the first town I struck, then running toward precisely the exact same boss I was. As soon as I struck that boss--the unremarkable, jelly-filled Merinth of the Deep--I wondered the way they had already murdered her into their deadline. I thought of World of Warcraft, also of course Disneyland (it is hard not to in Anaheim). There is no queuing or anything like that, but seeing players that are clearly on the exact same quest, but are not a permanent part of the world, reminds me that this isn't just my experience.
Diablo is a multiplayer-focused series, but eight players adventuring in a Diablo 2 match (or PKing each other) creates a different feeling compared to,'Poof, here are a few additional people it's possible to play with, but when not, they'll disappear in the server void and you'll meet more people in the next town.' Again, though, this is clearly a demonstration designed to be quickly digested at a convention, and the programmers are thinking of buy Diablo Immortal Gold these issues. PvP zones will obviously feel quite different.